I'll try it out again and slow down my DOSBox. Looking at the code, I think that the "synctics = 3;" line should actually be placed above the "drawscreen(plr);" line, but I haven't tried this yet. I do see synctics used by drawweapons, which is called by drawscreen.

On a slow machine, synctics will be high, since I don't cap synctics until after the drawscreen call, it get's the uncapped value, which is bad.

Unfortunately I don't think it'll be that simple, I tried moving the drawscreen() call down already and while that did seem to fix up the weapon animations, it made certain triggers not work (the goblins don't fight each other in the first level of WH1, but just stand there, and the entrance door doesn't open in the first level of WH2.) I am guessing a better solution is probably to go into drawweapons() (in WHPLR.C) and put in a capped temp value to decrement the frame time by instead of using synctics directly, but I haven't tried that yet. That or figuring out why the triggers break (which could be related to the footstep issue, too, I suppose).

I tried the version capping synctics at 3, but have mostly been going with 4 since that seemed the most logical to me (Doom was designed to run at 35 FPS as a half of a 70Hz monitor refresh rate, so one can assume 30 FPS as half of a 60Hz refresh rate might also make sense, but it's guesswork).

You're right, it does seem that locking it to 24 FPS makes things run more like they should, even though it seems like a rather low framerate. For now, I'll go with it unless it turns out to have problems that weren't immediately noticeable.

I've gone ahead and released a new EGwhaven build since it's been a long time and there are some new fixes I want to push out (special thanks to Adam Biser for figuring a few of these out). Consider this release to be somewhat experimental, though, especially the Witchaven I version. There may be a few regressions in WH2 compared to v0.5 so if v0.5 was working well for you, you might want to hang onto it (old version downloads will remain on my site).What's new:- The project is now split into two versions: one for Witchaven I and one for Witchaven II.- EGWH1 gets some fixes to clock speed issues and the treasure chest bug as with WH2. GAME and WARP parameters have also been backported.- EGWH2 gets some fixes to clock speed issues and the stuttering cinematic bug should be fixed/reduced.

Sorry EG, I would love to be all over these games, since there so cool. Especially I would like to tryout your EGWH1. But I been much to busy with Real life.I hope to find time to hit up the BUILD Games again soon.

I am currently replaying WH2 using this port and I found a weird issue (that also happens in the original game binaries). This is running under dosbox.

The game's framerate seems "capped", BUT if i open the map it runs smooth as silk. Also empty slots in the potions UI flickers when I open the map. Even when setting the viewport to full screen, the game will run at ~20-25fps until I open the map. Weird. Any ideas? A bug? Something on my end?